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Gamification in Ecology-Oriented Mobile Applications—Typologies and Purposes

Author

Listed:
  • Angel Torres-Toukoumidis

    (Social Science Knowledge and Human Behavior, Universidad Politécnica Salesiana, Cuenca 010105, Ecuador)

  • Diego Vintimilla León

    (Gamelab Research Group, Universidad Politécnica Salesiana, Cuenca 010105, Ecuador)

  • Andrea De-Santis

    (Communication Sciences Faculty, Universidad Autónoma de Barcelona, 08193 Barcelona, Spain)

  • Paulo Carlos López-López

    (Facultade de Ciencias Políticas e Sociais, Campus Vida, Universidade de Santiago de Compostela, Avenida do Doutor Ángel Jorge Echeverri, s/n, 15782 Santiago de Compostela, Spain)

Abstract

Mobile applications viewed as digital social change tools are focused on sustainable development, particularly in topics that address ecology and the environment. In this research, the aim is to systematize a review of the 10 most downloaded mobile applications in this context, but deepening on those that use game elements in their interface, organizing them according to components, mechanics and playful dynamics. Findings demonstrate the role of levels and achievements as more repeated dynamics, and challenges and feedback as more relevant elements in gameplay, and finally, emotions and narratives as components of the gamified experience. The incorporation of these elements in mobile games shows that digital gamification in the environmental context is organized from an alternative perspective, where argumentation, the succession of events, the progressive incorporation of difficulty and the interaction with the computerized system modify the traditional view that sees gamification as a superficial system of points.

Suggested Citation

  • Angel Torres-Toukoumidis & Diego Vintimilla León & Andrea De-Santis & Paulo Carlos López-López, 2022. "Gamification in Ecology-Oriented Mobile Applications—Typologies and Purposes," Societies, MDPI, vol. 12(2), pages 1-12, March.
  • Handle: RePEc:gam:jsoctx:v:12:y:2022:i:2:p:42-:d:766324
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    References listed on IDEAS

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    1. Patricia Hernández-Lamas & Beatriz Cabau-Anchuelo & Óscar de Castro-Cuartero & Jorge Bernabéu-Larena, 2021. "Mobile Applications, Geolocation and Information Technologies for the Study and Communication of the Heritage Value of Public Works," Sustainability, MDPI, vol. 13(4), pages 1-25, February.
    2. Xi, Nannan & Hamari, Juho, 2020. "Does gamification affect brand engagement and equity? A study in online brand communities," Journal of Business Research, Elsevier, vol. 109(C), pages 449-460.
    3. Adina Letiţia Negruşa & Valentin Toader & Aurelian Sofică & Mihaela Filofteia Tutunea & Rozalia Veronica Rus, 2015. "Exploring Gamification Techniques and Applications for Sustainable Tourism," Sustainability, MDPI, vol. 7(8), pages 1-30, August.
    4. Bing Mei & Shuxia Yang, 2019. "Nurturing Environmental Education at the Tertiary Education Level in China: Can Mobile Augmented Reality and Gamification Help?," Sustainability, MDPI, vol. 11(16), pages 1-12, August.
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    1. Ștefan Boncu & Octav-Sorin Candel & Nicoleta Laura Popa, 2022. "Gameful Green: A Systematic Review on the Use of Serious Computer Games and Gamified Mobile Apps to Foster Pro-Environmental Information, Attitudes and Behaviors," Sustainability, MDPI, vol. 14(16), pages 1-22, August.

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